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Ok, I'm SO happy I made my layout system lol. I've redone my GUI like 600 times today. I'm still not particularly happy with it, but I'm leaving it as it is for now. Here's a screenie:

Ok, next update will be about how I've finished enemies and gotten weapons working.

Oh I also removed different ammo types. I did my best to keep them in, but I really don't want to deal with the hassle they're giving me.

Btw, I love my GUI system. kthxbai

Alright, I'm just going to keep updating this entry while I'm doing little things. I got my cursor control added finally. I also finally got the tooltip's fixed. I added a ForceToolTip() method to the Environment class so that you can make the tooltip display (I have it set up to display the tool tip (if available) when the user presses the tab key for example.)

Also, the cursor is a double state now. So, when you click a mouse button it changes it's state (and thus the graphic displaying it.)

I've fixed my Character loading code, added an enemies list, implemented Y-sorting, added a bunch of helper functions to the Character class (GiveConsumable(), GiveWeapon(), Repel(), CollidesWith(), etc.), and made it possible for you to DIE! DUN DUN DUN!!!!!!!!! Don't believe me?

Repelling when you touch a monster isn't quite convincing, but it does the trick for now.

Btw, yes monsters can have messages just like the player. STAY TUNED OR YOU'LL DIE FROM EAR CANCER!!!

Oh, I forgot to mention earlier (I think), but I've got the item icon working too (on the hud.)

Next comes the hardest part - adding bullets. The task itself should be pretty easy, but getting myself to stop wasting monsters and move onto more development stuff is going to be really hard =/. The good part is that I can release a demo once I get bullets done.

5:02am - I dieded
It took me 2 hours, but I got bullets in and killing >XD. Here's a screenie of the massacre that ensued:

Still needs some tweaking and some modification, but it's in and working. I think it's bedtime now.
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